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deps/g3dlite/source/Vector2.cpp
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deps/g3dlite/source/Vector2.cpp
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/**
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@file Vector2.cpp
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2D vector class, used for texture coordinates primarily.
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@cite Portions based on Dave Eberly'x Magic Software Library
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at http://www.magic-software.com
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@created 2001-06-02
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@edited 2009-11-16
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*/
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#include "G3D/platform.h"
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#include <stdlib.h>
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#include "G3D/Vector2.h"
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#include "G3D/g3dmath.h"
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#include "G3D/format.h"
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#include "G3D/BinaryInput.h"
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#include "G3D/BinaryOutput.h"
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#include "G3D/TextInput.h"
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#include "G3D/TextOutput.h"
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#include "G3D/Any.h"
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namespace G3D {
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Vector2::Vector2(const Any& any) {
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any.verifyName("Vector2");
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any.verifyType(Any::TABLE, Any::ARRAY);
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any.verifySize(2);
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if (any.type() == Any::ARRAY) {
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x = any[0];
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y = any[1];
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} else {
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// Table
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x = any["x"];
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y = any["y"];
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}
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}
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Vector2::operator Any() const {
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Any any(Any::ARRAY, "Vector2");
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any.append(x, y);
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return any;
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}
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const Vector2& Vector2::one() {
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static const Vector2 v(1, 1); return v;
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}
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const Vector2& Vector2::zero() {
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static Vector2 v(0, 0);
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return v;
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}
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const Vector2& Vector2::unitX() {
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static Vector2 v(1, 0);
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return v;
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}
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const Vector2& Vector2::unitY() {
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static Vector2 v(0, 1);
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return v;
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}
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const Vector2& Vector2::inf() {
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static Vector2 v((float)G3D::finf(), (float)G3D::finf());
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return v;
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}
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const Vector2& Vector2::nan() {
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static Vector2 v((float)G3D::fnan(), (float)G3D::fnan());
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return v;
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}
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const Vector2& Vector2::minFinite() {
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static Vector2 v(-FLT_MAX, -FLT_MAX);
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return v;
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}
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const Vector2& Vector2::maxFinite() {
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static Vector2 v(FLT_MAX, FLT_MAX);
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return v;
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}
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size_t Vector2::hashCode() const {
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unsigned int xhash = (*(int*)(void*)(&x));
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unsigned int yhash = (*(int*)(void*)(&y));
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return xhash + (yhash * 37);
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}
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Vector2::Vector2(BinaryInput& b) {
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deserialize(b);
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}
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void Vector2::deserialize(BinaryInput& b) {
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x = b.readFloat32();
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y = b.readFloat32();
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}
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void Vector2::serialize(BinaryOutput& b) const {
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b.writeFloat32(x);
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b.writeFloat32(y);
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}
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void Vector2::deserialize(TextInput& t) {
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t.readSymbol("(");
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x = (float)t.readNumber();
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t.readSymbol(",");
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y = (float)t.readNumber();
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t.readSymbol(")");
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}
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void Vector2::serialize(TextOutput& t) const {
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t.writeSymbol("(");
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t.writeNumber(x);
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t.writeSymbol(",");
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t.writeNumber(y);
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t.writeSymbol(")");
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}
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//----------------------------------------------------------------------------
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Vector2 Vector2::random(G3D::Random& r) {
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Vector2 result;
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do {
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result = Vector2(r.uniform(-1, 1), r.uniform(-1, 1));
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} while (result.squaredLength() >= 1.0f);
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result.unitize();
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return result;
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}
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Vector2 Vector2::operator/ (float k) const {
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return *this * (1.0f / k);
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}
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Vector2& Vector2::operator/= (float k) {
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this->x /= k;
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this->y /= k;
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return *this;
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}
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//----------------------------------------------------------------------------
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float Vector2::unitize (float fTolerance) {
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float fLength = length();
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if (fLength > fTolerance) {
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float fInvLength = 1.0f / fLength;
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x *= fInvLength;
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y *= fInvLength;
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} else {
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fLength = 0.0;
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}
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return fLength;
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}
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//----------------------------------------------------------------------------
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std::string Vector2::toString() const {
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return G3D::format("(%g, %g)", x, y);
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}
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// 2-char swizzles
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Vector2 Vector2::xx() const { return Vector2 (x, x); }
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Vector2 Vector2::yx() const { return Vector2 (y, x); }
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Vector2 Vector2::xy() const { return Vector2 (x, y); }
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Vector2 Vector2::yy() const { return Vector2 (y, y); }
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// 3-char swizzles
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Vector3 Vector2::xxx() const { return Vector3 (x, x, x); }
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Vector3 Vector2::yxx() const { return Vector3 (y, x, x); }
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Vector3 Vector2::xyx() const { return Vector3 (x, y, x); }
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Vector3 Vector2::yyx() const { return Vector3 (y, y, x); }
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Vector3 Vector2::xxy() const { return Vector3 (x, x, y); }
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Vector3 Vector2::yxy() const { return Vector3 (y, x, y); }
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Vector3 Vector2::xyy() const { return Vector3 (x, y, y); }
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Vector3 Vector2::yyy() const { return Vector3 (y, y, y); }
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// 4-char swizzles
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Vector4 Vector2::xxxx() const { return Vector4 (x, x, x, x); }
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Vector4 Vector2::yxxx() const { return Vector4 (y, x, x, x); }
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Vector4 Vector2::xyxx() const { return Vector4 (x, y, x, x); }
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Vector4 Vector2::yyxx() const { return Vector4 (y, y, x, x); }
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Vector4 Vector2::xxyx() const { return Vector4 (x, x, y, x); }
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Vector4 Vector2::yxyx() const { return Vector4 (y, x, y, x); }
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Vector4 Vector2::xyyx() const { return Vector4 (x, y, y, x); }
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Vector4 Vector2::yyyx() const { return Vector4 (y, y, y, x); }
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Vector4 Vector2::xxxy() const { return Vector4 (x, x, x, y); }
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Vector4 Vector2::yxxy() const { return Vector4 (y, x, x, y); }
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Vector4 Vector2::xyxy() const { return Vector4 (x, y, x, y); }
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Vector4 Vector2::yyxy() const { return Vector4 (y, y, x, y); }
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Vector4 Vector2::xxyy() const { return Vector4 (x, x, y, y); }
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Vector4 Vector2::yxyy() const { return Vector4 (y, x, y, y); }
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Vector4 Vector2::xyyy() const { return Vector4 (x, y, y, y); }
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Vector4 Vector2::yyyy() const { return Vector4 (y, y, y, y); }
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} // namespace
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